Eternal Fighter Zero/Nayuki Minase (awake)
Introduction
Minase Nayuki (awake) (水瀬 名雪(起) is a straightforward, rushdown-oriented character whose main features are her very fast dash and high damaging combos. She has a few decent moves to play footsies with, but her main goal will be to take advantage of her dash to find openings and catch the opponent off-guard. She doesn’t have much in the way of extended pressure, and relies mostly on staggers and far-reaching lows to force respect from the opponent. However on a good knockdown she has time to set up her snowbunny super, similar to Rose orbs from Street Fighter, which allows her to stay on top of the opponent for much longer. For breaking defense she has a decent standing overhead and throw, both leading to a potential left/right mixup afterwards. As her gameplan and combos are both easy, Nayuki is a character well suited for players new to the game.
Nayuki is one of the heroines of Kanon, a visual novel produced by Key in 1999. She is Yuiichi's cousin, childhood friend, and has always been in love with him. Nayuki is the daughter of Akiko, and is also classmates with her friend Kaori. She is an extremely fast runner and is the captain of the school's track team because of this. On the other hand she is a very heavy sleeper, with a massive collection of alarm clocks that are able to wake up Yuuichi in the adjacent room, but do not seem to work on her at all. Nayuki really enjoys strawberry jam and strawberry sundaes, but is completely terrified at the mere mention of her mother's "special" jam. During Kanon, Yuuichi is warmly supported by Nayuki as he tries to help the people he cares about, but as he starts to remember what happened with Nayuki 7 years ago...
Nayuki (awake) was added to EFZ's cast in Memorial Edition.
Stage: In Front of the Minase House (Day) (水瀬家前(朝))
BGM: 2 Steps Toward
Character-Specific Notes
- After Nayuki does her "Memories with Snowbunnies" super, a TIME gauge will appear under her health bar. The super ceases once the gauge depletes, and every hit with a snowbunny will replenish or further deplete it, depending on the version. Hitting Nayuki instantly ends the super.
Normal Moves
Frame Data Help | |
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The notation for the move lists can be found under Controls. | |
Cells filled with a "-" indicate a placeholder. Cells filled by a "/" indicate a non-applicable field. | |
Values separated by a "~" (X~Y) indicate a range or variance. A "~" preceding a single value (~X) may indicate approximation. A "-" separating frame values of a property (X-Y) indicate the duration of the property. | |
Cell data accompanied by a ※ indicate properties unusual to the template. Explanations for such properties can be found at another ※ in the description. If a move requires multiple ※'s, subscripts will be attached to indicate relation (※1, ※2, ※3...). | |
Frame data with decimal values .33 or .66 relate to subframes. | |
Version | Used for moves with multiple special attacks on one motion. |
Damage | The base damage value that the specific hit will do. See damage scaling for more information. |
Guard | Indicates how the move must be blocked, if it can be blocked at all.
Low: Crouch Block |
Property | Shows what properties the move has and the time (in frames) that these properties are active. Example: "I: 0.33-9", which means the move is invulnerable on the first subframe of the move until the 9th full frame (or 27th subframe).
I: Full Invincibility |
Startup | Indicates where the move's first active hitbox is. |
Active | Total frames the hitbox is active for. |
Recovery | Total frames until the character can block. Note: After the recovery of any action, before any other action may occur, there exists 1 frame in which the only action you may take is to block. |
Adv Hit | Frame advantage on hit. |
Adv Block | Frame advantage on block. |
Cancel | Possible cancel options.
N: Normals |
Standing
5A
5A
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c5B
c5B
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f5B
f5B
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5C
5C
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Crouching
2A
2A
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2B
2B
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2C
2C
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Jumping
j5A
j5A
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j5B
j5B
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j5C
j5C
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Dashing
66A
66A
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66B
66B
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66C
66C
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662A
662A
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662B
662B
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662C
662C
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Grabs
Ground Grab
Ground Grab
c6C/4C |
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Air Grab
Air Grab
Close j6C |
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Special Moves
Specials
236*
V-Shaped Thrust V字型スラスト 236* A A B B C C
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623*
Somersault Spike サマーソルトスパイク 623* A/B/C A/B/C 623B Frame 1 Invulnerability 623B Frame 1 Invulnerability
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Nayuki’s dragon punch. Despite it being a dragon punch, the invulnerability of it is not that impressive. However, they still function as a reliable anti-air, and with IC is fully convertible into combos. Something to note in conjunction with her dash is that her dash makes her hurtbox slightly lower. Using this with DP makes this a bit more viable for anti-air. |
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412*
Nayu-chan Kick なゆちゃんキック (j)412* A A B B C C
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214*
Nayu-chan Twister なゆちゃんツイスター (j)214* A A B B C C
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Nayuki’s tatsumaki senpakyuu. This move will continue to be active until Nayuki lands, which makes it decent for crossup. All versions of the move will affect your momentum to some extent, with the weaker versions doing it the least. Decent for resetting pressure in grounded blockstrings, and can go over some lows that f5B cannot. Fairly decent in RG exchanges since you are off the ground, but requires IC for a conversion. |
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Eternity Specials
236236*
Surface-to-Air Freezer 地対空フリーザー 236236* A A B B C C
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j214214*
Super Nayu-chan Kick スーパーなゆちゃんキック j214214* A A B B C C
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641236*
Memories with Snowbunnies
思い出は雪兎と共に 641236* |
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Final Memory


General Rules
When a clock lands on the ground, it will take 60 frames to commence its countdown. Clocks randomly start at a 3, 4, or 5 count1, and reset their countdown (randomly) when hit by the opponent1. When the countdown is completed, the clocks will instantly become invincible2 and perform their varied attacks. All clocks have the same hurtboxes2 during their countdowns, and some are able to absorb hits from the opponent whilst counting down, protecting Nayuki. Clocks will not turn around unless they bounce off of a wall3.
- 1 - Bomb Clock exempt
- 2 - Grandfather Clock exempt
- 3 - Keropii Sound Wave Clock exempt
FM_1
Alarm Clock
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FM_2
Bomb Clock
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FM_3
Cat Clocks Black Cat Clock Black Cat Clock Ginger & White Cat Clock Ginger & White Cat Clock
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FM_4
Chicken Clock
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FM_5
Grandfather Clock
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FM_6
Keropii Sound Wave Clock
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FM_7
Mini-Nayuki Clock
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FM_8
Rocket Clock
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FM_9
Strawberry Sundae Clock
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Strategy
- Nayuki has explosive speed and damage, allowing her to make surprise hitconfirms into massive damage. She also has simple, yet tricky, okizeme that can be converted into her big damage combos, or just securing another knockdown to loop okizeme again.
Neutral
Playing Around IC
- In neutral, Nayuki players will want to abuse her dash speed, along with her strong neutral poke options, to surprise the opponent and either convert into a knockdown or damage. She is especially scary when she has IC, as this allows her to use 66C in neutral and be safe if it's blocked, or convert into a combo if it connects. 236B can also be used with IC in neutral, players can buffer IC during 236B to come out on the first hit, allowing her to poke at range with relative safety, converting into damage with 66B 236236* if the move connects. 236A can be used in the same way, but instead of buffering IC you can hitconfirm after both hits and convert into 662A 66B~ for a full combo at certain ranges and versus certain characters. Nayuki's mobility allows her to play for time, waiting to build IC and evading the opponent until it becomes available. Making use of cancelling her backdash into j214A(whiff) to build super meter while maneuvering further helps to gain value in neutral while waiting for red IC.
Inherited Momentum Normals
- Nayuki's 2B can be turned into a slide by abusing momentum inheritance. This can be done by inputting 665..2B. If timed correctly, the player will get a sliding 2B with Nayuki's dash speed, and not the dash normal 662B. This allows Nayuki to convert into combos much easier from neutral without using IC, and has the bonus of having surprising extra reach over her 2A. The same trick can be applied to 5A and 2A as well for an option with chainable low attacks.
Combos
Notation Help | |
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Disclaimer: Combos are written by various writers, so notation may differ slightly from this notation. For more information, see Controls | |
IC | Input Instant Charge (22C) when you have the right amount of RF Meter. |
FIC | Input Flicker Instant Charge (22C) when you have the right amount of RF Meter. |
{X/Y/Z} | Move X or Y or Z can be used. |
#* | Indicates that any of A, B and C may be used with #. Example: 214*. |
[<- X] [-> X] | Side switch notation. All inputs grouped by the square brackets are performed facing the arrow's direction. They are still written as if they were done facing right, however. |
[X]xN | Loop the inputs in the square brackets as many times as N. |
c5B | Proximity normal only usable while close. |
f5B | Proximity normal only usable outside of c5B range or when cancelled from another normal. Known as far 5B. |
jX | Button X is input during your first jump. |
djX | Button X is input during your double jump. |
X(whiff) | Indicates that X is intended to whiff. |
X(tech trap) | Indicates a combo ender intended to catch the opponent's air tech. The most common kind of tech trap is j6C, which will air throw early techs and jC later techs. Executionally identical to X(whiff) but different in purpose. |
~ | Indicates a followup for moves which have them. Example: 236A~236A. |
.. | Indicates a short delay. |
IAD | Indicates an Instant Air Dash. |
IABD | Indicates an Instant Air Back Dash. |
(X) | X move is omittable from the combo. |
tk.X | Indicates the motion "X" is input immediately after leaving the ground. Stands for tiger knee. |
Basic Combos
No IC
- Anywhere
- 2AA 2B f5B 5C 236A - 2064 damage
- 2AA 2B f5B 2C 236C - 2079 damage
- 2AA 2B f5B 2C 641236A - 1494 damage
- Sets up her ice bunny super nicely.
- 2AA 2B f5B 2C 641236A - 1494 damage
- 2AA 5B 2B 2C 236236A - 3000 damage
Red IC
- Near Corner
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 5C jBC djBC 214214A - 4509 damage
- Midscreen
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236C - 3316 damage
- 2AA 5B 2C 236B(2hits) IC 5B jB j66 jBC land 236236A - 3939 damage
Blue IC
- Near Corner
- 2AA 2B f5B 2C 236B(2hits) IC 5B [jB j66 jBC land]x3 5C jBC djBC 214214A - 6640 damage
- In Corner
- 2A 2B f5B 2C 236B IC 2142147A [jB j66 jBC land]x3 5C jBC djBC 214214A(3) IC 641236A - 7336 damage
- 2142147A is a a trick to get j214214A as soon as you leave the ground. j2142147A can be character specific and you may need to adjust your timing for the super on some characters.
- 2A 2B f5B 2C 236B IC 2142147A [jB j66 jBC land]x3 5C jBC djBC 214214A(3) IC 641236A - 7336 damage
- Corner to Corner Carry
- 2AA 2B f5B 2C 236B(2hits) IC 5B [j9B j66 jBC land 66]x3 5C jBC djBC 214214A - 6641 damage
- The dashes on the ground are short.
- 2AA 2B f5B 2C 236B(2hits) IC 5B [j9B j66 jBC land 66]x3 5C jBC djBC 214214A - 6641 damage
- 2AA 2B f5B 2C 236B(2hits) IC 5B [66B]x4 jB j66 jBC land jB j66 jBC 5C jBC djBC 214214A - 6629 damage
Advanced Combos
Red IC
- Anywhere
- 2B 2C 623A IC dj9 djB dj66 djBC 66 jB j66 jBC 5C jBC djBC dj214214A - 4833 damage | Video
- Can get full corner to corner carry by replacing 5C with 66B
- 2B 2C 623A IC dj9 djB dj66 djBC 66 jB j66 jBC 5C jBC djBC dj214214A - 4833 damage | Video
- 236A(2hits) IC 66A 66B jB j66 jBC 66 jB j66 jBC 5C jBC djBC dj214214A - 4722 damage | Video
- Doesn't work on Rumi, Doppel, or Mayu. Difficult on Makoto and Kano (need to do 66A immediately and can't be too far away from your opponent).
- 236A(2hits) IC 66A 66B jB j66 jBC 66 jB j66 jBC 5C jBC djBC dj214214A - 4722 damage | Video
- 236B(1hit) IC 66C 236236A - 2746 damage | Video
- 623A/B IC j66 jBC 66 jB j66 jBC 66 jB j66 jBC 5C jB .. jC djABC dj214214A - 4829 damage | Video
- If you use 623A, you need to IAD after the IC so you can reach the minimum airdash height. If you use 623B, you can just j66 after IC.
- Very character specific timings on Mayu, Sayuri, Kano and Unknown but universal outside of that.
- 623A/B IC j66 jBC 66 jB j66 jBC 66 jB j66 jBC 5C jB .. jC djABC dj214214A - 4829 damage | Video
- Midscreen
- Off j214A Okizeme j214A IC 66B IAD jC 66 jB j66 jBC 66B jB j66 jBC 5C jBC djBC dj214214A - 4403 damage | Video
- Corner
- 66C IC .. 5C jB j66 jBC 66B jB j66 jBC 5C jBC djBC dj214214A - 4695 damage | Video
- 2B 2C 236B(2 hits) IC c5B jB .. jC land jB j66 jBC 5C jBC djBC dj214214A - 4900 damage | Video
- Likely impossible on Sayuri.
- 2B 2C 236B(2 hits) IC c5B jB .. jC land jB j66 jBC 5C jBC djBC dj214214A - 4900 damage | Video
- 2B 2C 236B(2 hits) IC c5B 66B jB j66 jBC 5C jBC djBC dj214214A - 4783 damage | Video
- This combo is much easier to do on Sayuri than the above combo. You may have to replace the 5C jBC ender with jABC to make it more stable.
- This can also be done more easily from a side swap than the above combo.
- 2B 2C 236B(2 hits) IC c5B 66B jB j66 jBC 5C jBC djBC dj214214A - 4783 damage | Video
- 5C 236A IC 66A 66B jB .. jC djB dj66 djBC 5C jBC djBC dj214214A - 4791 damage | Video
- 623A/B IC j66 jC 5C jB .. jC c5B jB j66 jBC 5C jBC djBC dj214214A - 4908 damage | Video
- If you use 623A, you need to IAD after the IC so you can reach the minimum airdash height. If you use 623B, you can just j66 after IC.
- Works from a grounded hit or an anti-air 623B if your opponent is low to the ground.
- 623A/B IC j66 jC 5C jB .. jC c5B jB j66 jBC 5C jBC djBC dj214214A - 4908 damage | Video
Blue IC
- These are designed to maximise damage and also build Red IC back in time to IC the dj214214A into bunny super upon landing.
- From 236C Knockdown in the Corner
- Crossup version: jB 5B 2B 2C 236B(2hits) IC [2] 5C .. 2142147A jC j66 jC 5C jB .. jC land jB j66 jBC 5C jBC djBC dj214214A IC jC(whiff) 641236A | Video
- Same side version: jB 5B 2B 2C 236B(2hits) IC 2142147A jC j66 jC 5C jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A IC jC(whiff) 641236A | Video
- Close to corner side swap
- 2AA 2B 2C 236B(2hits) IC [2] 5C IAD jC land 2142147A [jB j66 jBC]x2 5C jBC djBC dj214214A IC jC(whiff) 641236A - 7124 damage | Video
- Optimal Corner Combo
- 2AA 2B f5B 2C 236B(2hits) IC 2142147A(2hits) jC j66 jC 5C jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A(3) IC jC(whiff) 641236A - 7442 damage | Video
- BIC Corner to Corner Carry that builds Red IC
- Which juggle route you use depends on the starter.
- Starters:
- 2B 2C~
- f5B 2C~
- 2AA 5B 2C~
- jB 2A 5B 2C~
- jB 5B 2B 2C~
- jAB 5B 2C~
- ~236B(2hits) IC 5B IAD jC 66B 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A
- Starters:
- Starters:
- 2ABC~
- 5B 2B 2C~
- 2B f5B 2C~
- (jBC/jAC/jAB) 5B 2C~
- ~236B(2hits) IC 5B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC dj214214A IC 641236A
- Starters:
- Starter:
- 2C~
- ~236B(2hits) IC 5B 66B IAD jC 66B 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A
- 2C~
- Starter:
- 236B(2hits)~
- ~IC 5B 66B 66B IAD jC 66B 66B jB .. jC 66B jB j66 jBC 5C jBC djBC j214214A IC 641236A
- 236B(2hits)~
- Starter:
Okizeme
For the most part, Nayuki's okizeme comes down to using safe jump to basic mixups (high/low, empty low, throw) in order to make herself safe from reversals. Her safe jumps can come in many forms, and crossups are possible with them. The more familiar you can be with safe jumps amongst the cast, the better. jB is her most common meaty crossup as it has a nice crossup hitbox. Hitting crossup can be difficult on Mio, Kaori and Mai thanks to their wakeup collision boxes. Converting from a crossup jB usually involes landing and doing 2B 2C.
There are some instances where you can meaty with 5A and make the opponent's reversal whiff, but it largely depends on the reversal. She can also do this with any form of meaty as well, but 5A and 2A might be your safest bet. 2B is excellent for a meaty and checks if the opponent messes up their reversal or not, but generally a plan where you're hoping the opponent messes up is a flawed one. (I also would not consider meaties without other factors okizeme, but to each their own.)
With Snow Bunnies active, you have plenty of options to make the opponent take incoming mixup. However, you want to be aware of RG when doing so. Using Snow Bunnies against characters with command grabs such as Ikumi, Mayu, and Rumi will generally reverse the situation and leaving you with less meter and health. The most basic mixup you can do with Snow Bunnies is with 236A and 236C. Beyond that, you can also air dash into characters to make them take a left/right mixup. Finally, there's throw... but opponents can air tech once frozen, so it's not a good option.
Finally, there's Final Memory, but this comes with a catch: You have to make sure the opponent can stay within the effective area. If the opponent is particularly stuck at the Grandfather Clock's active frames, then you're free to run mixups on them.
Win Quotes
Japanese | English |
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う~ん・・・寝不足だと調子が出ないかなぁ |
Hmmm... not getting enough sleep really stops me from doing my best… |
負けた方がイチゴサンデーおごりの約束 忘れちゃ嫌だよ? |
We made a promise that the loser has to treat the winner to a strawberry sundae. Don't forget it! |
ん? なんだか今日は新記録が出せる気分だよ~ |
Hm? Somehow, I feel like I can beat my own record today! |
わ こんなところで寝たらダメだよ |
Hey! You can’t sleep here! |
うにゅぅ~ ちょっと顔がくらくらするよ─ |
Ughh... I’m feeling a little light-headed... |
う~ん もしかして私が勝ったのかな? |
Erm… Wait, did I win this match? |
こう見えても 陸上部の部長さん 競争なら負けないよ |
I may not look it, but I'm the captain of the track club. I won't lose in a race! |
(To Nayuki) |
(To Nayuki) |
(To Ayu) |
(To Ayu) |
(To Kaori) |
(To Kaori) |
(To Akiko) |
(To Akiko) |
(To Neyuki) |
(To Neyuki) |
(To Makoto) |
(To Makoto) |
(To Mizuka) |
(To Mizuka) |
Colors
In-game References
External References
- Nayuki's "Nayu-chan Twister" move is based on Sakura Kusagano's "Shunpuu Kyaku" move, from the Street Fighter Alpha Series.
Kanon References
- The house in the background is the Minase household, where Nayuki lives.
- The way all of Nayuki's attacks are kicks, and her fast dashing speed, are a reference to her excellent running ability.
- The snow bunnies that Nayuki creates in her "Memories with Snow Bunnies" move is a reference to an event in the past that Yuuichi remembers during the game.
- The alarm clocks Nayuki throws during her "Treasured Collection" move is a reference to the ridiculously large collection of alarm clocks she uses to wake up every morning.